Handling personalization Clause Samples
Handling personalization. As already seen in section 2.2.2.2 there is an available GAIN API for sending player events or context events from external devices (e.g. Kinect) for personalization usage. These events will lead to personalization of the annotations and enrichments returned from the LinkedTV Platform where the personalization takes place. The SMT hides most of this process and only requires a user to be logged in. For a better understanding of this personalization process Figure 9 shows how both the annotations and enrichments are being retrieved from the platform and the events are being sent to the platform. Both personalized and non personalized annotations and enrichments are retrieved by using a single call. Only when a user is logged in the results will differ based on the personalization. Due to this layer of abstraction the SMT does not need to deal with any changes in the personalization, it simply relies on the LinkedTV Platform for giving the correct annotations and enrichments for usage in the current user session of the player. This chapter outlines the work done in making the Springfield framework and the SMT open source. Currently all the source code from the Springfield framework and the SMT are available under a GPL version 3 license8 on GitHub. This makes it possible for external developers to run the Springfield framework and develop with the help of the SMT. However making software open source is a continuous process that evolves over time including creating and maintaining a community of stakeholders. In the next sections we describe the outline for the next phases of our planned efforts even if they fall outside the scope of the LinkedTV project.
